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API > API/Runtime > API/Runtime/CoreUObject > API/Runtime/CoreUObject/TPersistentObjectPtr
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Dereference the pointer, which may cause it to become valid again. | UObject/PersistentObjectPtr.h | ||
| Dereference the lazy pointer, which may cause it to become valid again. | UObject/PersistentObjectPtr.h |
Get()
Description
Dereference the pointer, which may cause it to become valid again. Will not try to load pending outside of game thread
| Name | Get |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/PersistentObjectPtr.h |
| Include Path | #include "UObject/PersistentObjectPtr.h" |
UObject * Get() const
nullptr if this object is gone or the pointer was null, otherwise a valid UObject pointer
Get(bool)
Description
Dereference the lazy pointer, which may cause it to become valid again. Will not try to load pending outside of game thread
| Name | Get |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/PersistentObjectPtr.h |
| Include Path | #include "UObject/PersistentObjectPtr.h" |
UObject * Get
(
bool bEvenIfPendingKill
) const
nullptr if this object is gone or the lazy pointer was null, otherwise a valid UObject pointer
Parameters
| Name | Remarks |
|---|---|
| bEvenIfPendingKill, if | this is true, pendingkill objects are considered valid |